osu/osu.Game/Screens/Multi/Components/ParticipantsDisplay.cs
Dean Herbert 35d3292200 Remove nesting of components inside overlined component
I think this makes things a bit more readable. The only weird case is
the transfer of details from the component to the `OverlinedHeader`, but
bindables make it not too bad.
2020-07-08 14:45:51 +09:00

60 lines
2.0 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Graphics.Containers;
namespace osu.Game.Screens.Multi.Components
{
public class ParticipantsDisplay : MultiplayerComposite
{
public Bindable<string> Details = new Bindable<string>();
public ParticipantsDisplay(Direction direction)
{
OsuScrollContainer scroll;
ParticipantsList list;
AddInternal(scroll = new OsuScrollContainer(direction)
{
Child = list = new ParticipantsList()
});
switch (direction)
{
case Direction.Horizontal:
AutoSizeAxes = Axes.Y;
RelativeSizeAxes = Axes.X;
scroll.RelativeSizeAxes = Axes.X;
scroll.Height = ParticipantsList.TILE_SIZE + OsuScrollContainer.SCROLL_BAR_HEIGHT + OsuScrollContainer.SCROLL_BAR_PADDING * 2;
list.RelativeSizeAxes = Axes.Y;
list.AutoSizeAxes = Axes.X;
break;
case Direction.Vertical:
RelativeSizeAxes = Axes.Both;
scroll.RelativeSizeAxes = Axes.Both;
list.RelativeSizeAxes = Axes.X;
list.AutoSizeAxes = Axes.Y;
break;
}
}
[BackgroundDependencyLoader]
private void load()
{
ParticipantCount.BindValueChanged(_ => setParticipantCount());
MaxParticipants.BindValueChanged(_ => setParticipantCount(), true);
}
private void setParticipantCount() =>
Details.Value = MaxParticipants.Value != null ? $"{ParticipantCount.Value}/{MaxParticipants.Value}" : ParticipantCount.Value.ToString();
}
}